Angband Monsters

[U] The Witch-King of Angmar (L.Dark 'W' : 'W')

=== Num:535 Lev:80 Rar:3 Spd:130 Hp:6000 AC:120 Exp:60000
The Chief of the Ringwraiths. A fell being of devastating power. His
spells are lethal and his combat blows crushingly hard. He moves at
speed, and commands legions of evil to do his bidding. It is said that he
is fated never to die by the hand of mortal man.
This evil undead creature moves normally.
He is cold blooded. He is always created sluggish.
He is magical, casting spells intelligently which cause critical wounds, summon monsters, blind, cause brain smashing, produce nether balls, teleport away, summon ancient dragons, summon greater demons, paralyze, terrify, produce mana bolts, summon similar monsters, summon greater undead, or summon ring wraiths; 1 time in 2.
He can push past weaker monsters, bash down doors, and open doors.
He is hurt by bright light.
He resists poison and cold.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 900 feet.
He will carry up to 14 exceptional objects.
He can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to lower experience (by 80d6+) with damage 7d7, and hit to lower experience (by 80d6+) with damage 7d7.

[U] Maeglin, the Traitor of Gondolin (L.Dark 'h' : 'h')

=== Num:595 Lev:81 Rar:2 Spd:130 Hp:6000 AC:120 Exp:35000
The son of Eol the Dark Elf, Maeglin is every bit as evil as his father
and more. His greed for gold led him to betray the Hidden Kingdom of
Gondolin to Morgoth's forces. He is a mighty warrior himself, and some
of Morgoth's greatest servants answer to his call.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which summon monsters, summon unique monsters, summon ancient dragons, summon greater demons, summon greater undead, or summon ring wraiths; 1 time in 6.
He can bore through walls, push past weaker monsters, bash down doors, and open doors.
He resists poison, cold, and fire.
He cannot be slept or confused.
He takes a while to see intruders, which he may notice from 700 feet.
He will carry up to 14 exceptional objects.
He can hit to attack with damage 8d8, hit to attack with damage 8d8, hit to attack with damage 8d8, and hit to attack with damage 8d8.

[U] Pazuzu, Lord of Air (Blue 'U' : 'U')

=== Num:536 Lev:82 Rar:2 Spd:140 Hp:5500 AC:125 Exp:30000
A winged humanoid demon from the Planes of Hell, Pazuzu grins inhumanely at
you as he decides your fate.
This evil demon moves normally.
He is always created sluggish. He is invisible.
He is magical, casting spells which cause mind blasting, produce lightning balls, produce lightning bolts, summon greater demons, or produce mana bolts; 1 time in 3.
He can bash down doors and open doors.
He resists poison, cold, acid, fire, and lightning.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 400 feet.
He will carry up to 8 good objects.
He can hit to electrocute with damage 12d12, hit to electrocute with damage 12d12, hit to electrocute with damage 12d12, and hit to electrocute with damage 12d12.

[U] Draugluin, Sire of All Werewolves (Umber 'C' : 'C')

=== Num:541 Lev:83 Rar:2 Spd:130 Hp:7000 AC:90 Exp:40000
Draugluin provides Sauron with a fearsome personal guard. He is an
enormous wolf inhabited with a human spirit. He is chief of all his kind.
This natural evil creature moves a bit erratically.
He is always created sluggish. He usually appears with escorts.
He is magical, casting spells which summon monsters, summon hounds, or terrify; 1 time in 3.
He can pick up objects, push past weaker monsters, bash down doors, and open doors.
He resists poison.
He pays little attention to intruders, which he may notice from 800 feet.
He will carry one or two good objects.
He can claw to attack with damage 6d8, claw to attack with damage 6d8, bite to poison with damage 6d6, and bite to poison with damage 6d6.

[U] Cantoras, the Skeletal Lord (Violet 's' : 's')

=== Num:538 Lev:84 Rar:2 Spd:140 Hp:7500 AC:120 Exp:45000
A legion of evil undead druj animating the skeleton of a once mighty
sorcerer. His power is devastating and his speed unmatched in the
underworld. Flee his wrath!
This evil undead creature moves normally.
He is cold blooded. He is always created sluggish.
He is magical, casting spells intelligently which cause mortal wounds, cause brain smashing, teleport to, produce nether balls, produce water balls, slow, terrify, produce mana bolts, produce ice bolts, or summon greater undead; 1 time in 2.
He can bash down doors and open doors.
He resists poison, cold, and fire.
He cannot be frightened, slept, or confused.
He pays little attention to intruders, which he may notice from 200 feet.
He will carry up to 18 exceptional objects.
He can gaze to lower experience (by 80d6+) with damage 5d5, gaze to lower experience (by 80d6+) with damage 5d5, touch to poison with damage 5d5, and touch to poison with damage 5d5.

[U] Ancalagon the Black (L.Dark 'D' : 'D')

=== Num:511 Lev:85 Rar:3 Spd:130 Hp:10000 AC:170 Exp:45000
"Rushing Jaws" is his name, and death is his game; the greatest and most
terrible of all dragonkind, his power dismayed even the Valar for a time.
This evil dragon moves normally.
He is always created sluggish. He usually appears with an escort.
He may breathe fire, frost, acid, lightning, or poison powerfully, and is also magical, casting spells intelligently which summon ancient dragons or summon similar monsters; 1 time in 3.
He can push past weaker monsters and bash down doors.
He resists poison, cold, acid, fire, and lightning.
He cannot be slept or confused.
He tends to overlook intruders, which he may notice from 400 feet.
He will carry up to 18 exceptional objects.
He can claw to attack with damage 6d12, claw to attack with damage 6d12, bite to attack with damage 10d14, and bite to attack with damage 10d14.

[U] The Tarrasque (Violet 'R' : 'R')

=== Num:539 Lev:86 Rar:2 Spd:130 Hp:8500 AC:185 Exp:35000
The Tarrasque is a massive reptile of legend, rumoured to be unkillable
and immune to magic. Fear its anger, for its devastation is unmatched!
This natural creature moves normally.
It is always created sluggish.
It may breathe fire, frost, or disenchantment powerfully; 1 time in 2.
It can push past weaker monsters, bash down doors, and open doors.
It resists cold and fire.
It cannot be slept or confused.
It takes a while to see intruders, which it may notice from 500 feet.
It will carry up to 12 good objects.
It can hit to attack with damage 10d10, hit to attack with damage 10d10, touch to drain charges, and touch to drain charges.

[U] Kronos, Lord of the Titans (Violet 'P' : 'P')

=== Num:587 Lev:87 Rar:3 Spd:120 Hp:7000 AC:150 Exp:42000
The lord of the Titans, he has broken loose from his confinement in
the nether hells to seek revenge on the world.
This evil giant moves normally.
He is always created sluggish. He usually appears with an escort.
He may breathe shards, sound, fire, or frost, and is also magical, casting spells intelligently which summon monsters, teleport to, heal-self, or summon similar monsters; 1 time in 3.
He can pick up objects, push past weaker monsters, and bash down doors.
He resists poison, cold, acid, fire, and lightning.
He takes a while to see intruders, which he may notice from 300 feet.
He will carry up to 14 good objects.
He can hit to confuse with damage 12d12, hit to confuse with damage 12d12, hit to confuse with damage 12d12, and hit to confuse with damage 12d12.

[U] Lungorthin, the Balrog of White Fire (Violet 'U' : 'U')

=== Num:540 Lev:88 Rar:2 Spd:130 Hp:7000 AC:125 Exp:37000
A massive form cloaked in flame. Lungorthin stares balefully at you with
eyes that smoulder red. The dungeon floor where he stands is scorched by
the heat of his body.
This evil demon moves normally.
He is always created sluggish. He usually appears with escorts.
He may breathe plasma or fire powerfully, and is also magical, casting spells which confuse, blind, summon an undead, summon greater demons, or terrify; 1 time in 4.
He can push past weaker monsters, bash down doors, and open doors.
He resists fire.
He cannot be slept or confused.
He pays little attention to intruders, which he may notice from 200 feet.
He will carry up to 18 good objects.
He can hit to burn with damage 8d12, hit to burn with damage 8d12, crush to attack with damage 8d12, and touch to drain charges.